The Process
- make biped (or quadruped) mesh
- apply transforms
- add meta-rig from the Shift-A menu options
- line up and scale as needed with the biped mesh
- apply transform
- in armature object mode, do genererate rig under rigify button
- this generates the rigify buttons
- the armature itself can be hidden
- the mesh is then binded automatically
- using the Ctrl-P menu > Armature Deform > Automatic Weights
- then, in the Pose Mode,
- in the N menu > Rig Main Properties > IK_FK > set to 1.000
- use the green circles to rotate and move the parts of the armaturized mesh
references
Armature Symmetrize
- set positions of one side of the armature of the biped rig
- then select all the bones you just rigged
- right-click > symmetrize
- equivalently, Armature > Symmetrize
source
- Even if one of the bone from the default generated rig is deleted in hte edit mode, the Rigify Button Generate Rig sub-routine fails with an Index Error
- there might be a work around, web search dint yield anything
- After setting up the armature to coincide approximately with the biped body, assuming a biped armature is being used,
- any scaling has to explicitly applied with Ctrl+A for the genereted button rig to look right
- else the buttons’ll all go haywire
rigify manual
Green Circles
- Once the Rigify Buttons have been added
- turn up the IK on the hands and the feet paddles
- Then, use only the green circles to rotate the pivot points of the armature
- Even though other knobs exist, using only the green circles step by step to get to the final pose keeps the mesh clean, and the movements are propagated proportionally